Teras Kasi Archive
Thread: ALRIGHT THATS IT WANT A NERF NOW!!!!!!
Page 1 of 3
MandalorianKing
Fri Feb 27, 2004 8:22 pm
#1
hehe just joking guys you can put your VKs and your KD2 macros away now
tometaophion
Fri Feb 27, 2004 9:27 pm
#3
"I have forseen it"
"twilight is upon me and soon night must fall"
And so shall I begin the slow but sure departure from this game I have begun, since at last realizing the devs have insured a certain set of professions must always win in player competition. This is in no doubt due to their own status as hopeless diehards of a riduclous and pathetic sort. It is of my understanding that their calls to continuity are calls to the extended universe. That lovely EU, a place where aliens run the Imperial fleet in a xenophobic Empire, where Luke Skywalker becomes evil, Where Boba Fett is god, and other complete trash. I tire of it all.
For the preparation of a sudden influx of Jedi caused by the weaknening of the Jedi sytem, relegating it to 'quest' based, ie easily exploited, and subject to complete domination by those that use cheats, hints, and other bull to advance themselves in a game designed to be fair, the devs have begun the vaunting of the natural enemies of these exploitative and lifeless fools, most notably the empowering of the Bounty Hunter and TKA. I am often told of the weaknesses of the bounty hunter. Their weakness is supremely this, that against a prepared opponent that one cannot dispatch in quick and tricky ways, one is a gonner. I believe this is subject to the movies indeed by the deaths of boba and Jango, but that is pure speculation.
The TKA has no weakness. The developers really thought a majority of people would not notice. And Among those TKA who begged and required they be made as strong as Jedi to emphasize continuity , they were constantly and still are constantly given that 'continuity wink' to insure they will always reign. their is no kinetic disadvantage. I posess 80% across the board composite, and 39% stun resist helmets. I also have several shield generators of differing uses. The 2 hand powerhammer, the bh llc, the pikeman vibrolance, the fencers stun baton, all are equally as protected in effect and proportionally as the TKA attack. The difference in pve is a completely different subject. 166 0f 749 listed creatures at www.swgcreatures.com have kinetic resists greater than 30%. The Mitigated DPS of TKM against players is 350, indeed comparative to Rifleman, BH, Some Carbineers. The DPS is 452. Except the speed mod of a TKM is 115 compared to Swordsmans 70. The Result is that TKAs are faster and deadlier than any combat class in the game, including rifleman, and BH. TKA hit the head harder than a swordsman, hith the legs harder than a carbineer or pikeman, and hit all 3 ham bars resulting in an associated dps greater than any weapon in the game.
The most deadly moves of the TKA are giving high delay mods, this does not affect their speed which results in all attacks being performed at 1.0 speed. The result is that their is no careful decisions regarding which attacks to use. other classes, particularly the slower swordsman and pikeman are delayed severely for example ALL TKA attacks, even those at 3x Dmg modifier and 4x time modifier are delivered at 1.0 speed. The Swordsman headhit3 at 4x dmg and 2.25 modifiers arenders a dps less than the TKA, making the TKA the premier head hitting profession. swordsman attack speed with this attack with the above super fast hammer is 2.1, resulting in a dps adjusted for AP after mitigation of 633, compared to the TKA dps in attacks against the head of 1400DPS. The 'delay mod' is meaningless to the TKM, it is a very important factor for all other combat professions.
The disarities in the TKA vs all other class is plainly indicative and represents an undeniable wish of the developers to include an elite class among classes for the 'truly adept and with a clue' to play, whilst they attempt to hold back their laughter at the propensity of other people to navigate to classes they for some reason enjoy yet are hopelessly underpowered. TKA are self sufficient doctors, masters of all forms of martial combat, masters of all form of targeted attack, masters of all forms of defense, in all categories(toughness is all too often overlooked), so on and so on. What follows are my premonitions of the various changes to occur to the combat system to insure a complete ease for Jedi in all combat situtious they may enter completely without fear or repurcussion except against the TKA, in the following changes.
1. A complete removal of the bleed system. This change was supposedly implemented to insure against players bleeding creatures much over their level. Irregardless of the capacity of a group to attain such loot as dropped by these creatures, or a single person to attain such loot, the loot is attained, and introduced to the market with similar ease by a SINGLE person, whether that person be alone or the lucky recipient of the groups efforts. The existence of conceal shot though slow, yet indeed faster, and completely without the creatures attention, than bleeds at a slightly higher dmg modifier is indicative of the fact that pve was not the driving concern for this change. TKA do not have bleeds. Other professions, not acting in terms of EU continuity were able to challenge the 2x disparity in TKA dps with targeted bleeds, in some cases actually defeating them. Commandos were incapping repeatedly after applied flame dots, causing complete wounds to the person, arendering them in medical centers, for, depending on doctor presence, a VERY long time.
2. Healing Of The Mind Pool- Swordsman/Rifleman inaccuracy, and slowness was answered by the fact that they hit an unhealable pool. Often the downfall of TKA is to overuse specials making their mind quite low. The ability of Rifleman and Swordsman to exploit this weakness, and actually defeating them, will result in the removal of the unhealbility of this pool, resulting in Doctor/TKA becoming the most daunting profession to face. Entertainers will become and remain useless, as the healing of the mind pool, will also accompany abilities by doctors to heal mind wounds. This is to facilitate a reliance on special moves and not on HAM, a reliance that will completely vaunt the lord of special moves, TKA, and the lord of special abilities, the Jedi, and completely remove the ability for targeted professions, whose weakenss of slowness and inaccuracy and characteristic low defenses, balanced their ability to strike mind. The current power of the Rifleman is in keeping with the state defenses of pistoller at 4 times that of rifleman, the state effects of carbineer and Bh. The rifleman state changes are wholly useless, their advantage raw power and speed, against a pool that will soon be healable. The advantage will shift from ham attack rate or power, to special moves, which many classes have none, save those which dmg, at modifiers and adjusted dps LOWER than the more flashy classes.
3. 'Profession Specialization' as mentioned by the devs is quite interesting. What professions do a bounty hunter or tka rely on? the answer is none, they are self sufficient, other classes must 'rely on' other classes as mentioned by the devs in the questions posited in the in concept threads. The combat changes, shall assure completel domination by the jacks of all trades, masters of all TKA, BH, and Jedi. The rest should shut up and watch.
4. The vaunting of certain classes is a subconscious conspiracy of the Devfor the insured suitability of their own preferred play experience, in particular with regards the professions that they enjoy playing.
5. The new 'ham bar' idea if accepted and indeed the way combat will occur, will ruin pve and pvp. The changes to the 'creature catalog' will reequire groups to combat a vast majority of creatures in the game, including common creatures found on the more dangerous planets. Fighting in groups is precarious, particularly as sony technology is notoriously pathetic, and all group endeavours, even 30 in a cave, are all too laggy to play competitively.
6. The inability to strike with surprise, power, and quickly deal death to an opponent in pvp, will result in longer combat, presenting more opportunities for group TEF. Combat will be extended and boring, an exchange of standard attacks, a flurry then of knockdowns, state change effects, and a general orgy of wasted stims and other items, due to the extended nature of the combat system whose mind weakness was newly striken. This will no doubt drive the economy but will not present opportunity for a reasonable interest in pvp to be aroused, for their is no clear strategy, save the overemphasization of special attacks, of which some classes have few, and the matching of your combat profession with doctor.
atone48732
Sat Feb 28, 2004 7:23 am
#4
go away crybaby. You already posted that in your on damn thread on our board
go find your professions board and whine and cry there
CAUSE WE DO NOT WANT TO HERE IT!!!!!!!!!!!!!!!
dammit
*sigh*
powerprophet
Sat Feb 28, 2004 7:23 pm
#5
take away entertainers? but what about my Battle fatigue(oops forgot about that didn't you) very poetic you made that sound was entertaining do I care? no. do the devs care? no. there gonna be a nerf? maybe. but than what point the nerf bat at someone else? why not riflemen? take away their range reduce it to 60m I mean so what they are supposed to be masters of longshots doesn't matter to you that we are supposed to be masters of speed and precision think about it your usually 1 m away from someone using your fists if you punch someone what's the likely hood you'll miss? slim to none(or you really suck at hitting)
whatever doesn't matter I hear the cry for nerf all around about TKM's I hear the cry for a new jedi system I hear the old chefs griping about people wanting to be chefs now so what all boils down to the FotM dozens more riflemen than TKM's doesn't matter what happens you'll just end up going to another board and crying about that profession too until your profession comes under the nerf bat and oh how you will fight that....and every TKM reading this board will be sure to invade yours=)
Trung
Sun Feb 29, 2004 12:17 am
#6
I dont get how people complain about the game endlessly then when they make changes they cry about it and say the worlds ending. Tka is not that good, they pretty much suck in pve unless it has low AR1 or AR0. Though they were made a bit better now that bleeds blow hard.
Trung
Sun Feb 29, 2004 12:31 pm
#7
You are out of your mind if you think tka dps is better than rifleman.
tometaophion
Sun Feb 29, 2004 1:25 pm
#8
TKM DPS in PVE is superior to all other classes. Remember of 739 creatures 60 are AP1, 13 are AP2 nd 5 are AP3, TKM are quite entertained.
tometaophion
Sun Feb 29, 2004 5:07 pm
#9
Ive got an idea, get a master rifleman and master teras kasi, then go hunt some creatures. One of the two will have a lot easier time. Of course when the rifleman has a lot easier time in range battles I am not too sure how one can complain. I am a swordsman/rifleman, and have never complained about the ranged advantage. Lunge, burstrun, even lunge2 are just fine. It is the Unstoppable TKM that is overpowered. Rifleman DPS is so high because a majority of combat is less than 30 m, far too close for most rifleman. Of course a master can hit anyhthing, a master anything can hit almost anything, the point is that in that range, melee professions, carbineers, and pistoleers, have superior accuracy, and superior accuracy while moving, than the rifleman, hence the riflemans higher dps.
oliphontmon
Sun Feb 29, 2004 6:05 pm
#10
tkms are only unstoppable when they are fully buffed, otherwise we are weaker than every other class, because we have no defenses, other than melee, get over the bleed nerf its not going to be fixed, and tk's didnt do it to begin with, if you actually want to whine about the bleed nerf, whine to the noob pistoleers and everyone else who would run up, stack a bleed, and then ride around in circles on their speeders while the mobs bled out so they could lvl easy. theres your culprit, not tk's, we cant do anything like that, at least not a pure tk anyway, so please, tom, youre the main one, stop whining on our boards about our dmg output, we need mass amounts of dmg becuse again, we have no real defenses, only one type of dmg and ap1, im also a swordsman btw. and the bleeds are secondary, really, learn how to play without them, and youll have fun again. also, i can do things with a sword that i could only dream of doing with my fists, or even a vk, just because of ap2 and blast dmg. ever seen a tkm solo an atst with their hands?
tometaophion
Sun Feb 29, 2004 7:32 pm
#11
No defenses? are you referring to state change defenses? wholly useless, perhaps 25% of the worth of melee and ranged defense, of which TKM has 3 times in both than swordsman has at 20 and 15. Remember you have to hit, to perform a state change.
oliphontmon
Sun Feb 29, 2004 7:52 pm
#12
i like how you only reply to what you think is important, what about the rest tom? care to comment on the bleeders, or were you one yourself, thats why youre so mad. and state change defenses are wholly useless huh?
Vycor
Sun Feb 29, 2004 7:53 pm
#13
It's funny how threads that start out as jokes turn into agruments and stuff. Some people's kids!! *shakes head in disappointment*
Message Edited by Vycor on 03-01-2004 11:56 AM
Page 1 of 3